Sunday, December 6, 2009

Warriors In Magic Realm

I was mentioning earlier that I am working on a master list of fantasy character archetypes for use in my upcoming 0D&D campaign. Part of the inspiration for that archetype project comes from my on-going love-affair with Avalon Hill's Magic Realm. As far as fantasy board-games go, I know of no others that have a richer game-play (although you pay for it through its apparent complexity).

Magic Realm provides players with 16 archetypal characters from which to choose. Six of those characters are pure warriors: they have no inherent spell-casting abilities. Two other characters (the White Knight and Woodsgirl) have minor spell-casting abilities, but can, for most intents and purposes, be considered warriors. The six (well, eight) warriors are as follows.

Amazon: she is a skilled warrior and soldier, with excellent speed and fair strength. Her special advantages include skill with a bow and and extra move phase each day.

Berserker: a powerful fighting man with the strength and speed necessary to dispatch the largest monsters. His special abilities include his robust health and his ability to go berserk.

Black Knight: a deadly and feared veteran of many battlefields. His special advantages include skill with a crossbow and his dangerous reputation.

Captain: a renowned hero of many wars. His special advantages include familiarity with missile weapons and his popularity with the inhabitants of the Realm.

Dwarf: a slow but powerful fighter who is at his best when underground, where he is respected as a master of searching, hiding and fighting the monsters who dwell there. His special advantages include his ability to avoid attacks by ducking, his robust health, and his knowledge of caves.

Swordsman: also known as the wanderer, thief or adventurer, he is a wily and nimble rascal, quick to react to any opportunity or threat. His special advantages include his fencing abilities (both kinds, in combat and when buying and selling) and his ability to pre-empt the turns of other players.

White Knight: he is famous for his virtue and his prowess in battle, but moves slowly and tires easily. His advantages include his ability to heal himself and his honorable reputation.

Woodsgirl: an elusive mistress of the wooded lands, she is an expert tracker who is deadly with a bow. Her special advantages include her woodland tracking skills and her deadliness with a light bow.

3 comments:

labsenpai said...

I see some pairings of advantages, like: 2 with location advantages (dwarf in caves, amazon in wilderness), 2 with fighting style advantages (berserker rage, fencing rogue?), 2 with reputation advantages (fearsome Black Knight, charismatic Captain) and two with minor magics (Paladin-type, Elf-type?). Funny how the classifications seem very "current".

A Paladin In Citadel said...

In the Magic Realm game, the Amazon and the Dwarf are a classic pairing. They are most successful when they work together.

MWrynn said...

I almost don't like that the Dwarf can move as fast as the character he's following, because it makes no sense, but if the Dwarf could not participate in a party, he'd suck. I tried to rationalize that maybe the Amazon carries him in a backpack, but wait - the Dwarf's weight is Heavy - she can't carry him! Maybe I overthink this. :D

I find the Dwarf + Wizard works really well. The Wizard can guide him through the secret passages of the caves/cavern. They work well together in combat, too. If a pack of goblins shows up, hopefully the Wizard can fire off a fiery blast. Then the Dwarf lures the remainders, taking the brunt of their attacks, while the Wizard swings at them with his staff - he's fast enough to pick off one per round.

The funny thing about Amazon, Black Knight and Captain is that while skilled in missiles, they don't start with any! The exception being the level 2 Black Knight.